Celebrim
Legend
Claudius Gaius said:Unfortunately for arguements of this form, the skill list and its divisions are wholly arbitrary. Shouldn't "swim" be divided into surface and immersed forms? I can easily think of a species that maneuvers well on the surface, but not underwater - or vice versa. Now we've got a subnote on "swim". Why aren't there specific skills for running, braciation, or swinging? Maybe different skills for high and low gravity conditions or for differing ground conditions? Shouldn't many creatures with no normal land speed have access to skills that let them move around a bit? Aren't arctic survival skills different from those used in the amazon rain forest? Can't I be an expert on a particular nations history and not others? Know chemistry but not physics? Know about a particular religion and not all religions?
Of course I can. I may have different strength scores for my right and left arm too. Any fixed skill list includes skills with excess baggage (hard to complain about that when Knowledge: Planes covers an infinite number of dimensions), skills which are too broad, and skills which are too narrow for some character conceptions. I've got games like Ysgarth with hundreds of listed skills, and games like TORG which only use a few (Know how to work a balloon? Fly a starship! It's all "Air Vehicles"). They all work.
This is all true. Basically, a skill system needs to balance realism with playability. If all you cared about was playability, you wouldn't need a skill system at all - you could just use ability checks. Based on SW:SE, 4e seems to be moving in this direction. In SW:SE, everything is just an ability check in a slight disguise. Other than your inherent ability, there isn't much variation in skillfullness between characters of the same level and much of the variation that does exist is just class features in disguise (skill uses only available to 'trained' characters). The problem with this is having much distinctiveness in your skills. You have a system that plays fast, and isn't too worried about whether the results are 'appropriate' based on who the character is supposed to be.
To a certain extent, when the system gets this simple, I prefer to just drop it. The proposed system really only has 3-4 skills for most attibutes, zero for constitution, and only 1 for strength. Alot of them look to me like they could be consolidated further without any real harm - intimidate + bluff, perform + diplomacy, etc. Only int based skills have any real diversity, and some of these could be folded into something like 'Educated'.
The opposite intention is something like GURPS, with hundreds of skills covering almost any narrow field of human endeavor. The problem with that is that there isn't really an end to it. You end up with all sorts of relationships between the skills because they overlap so heavily, and the system gets really unwieldy. Power gamers try to ignore the system by dumping as many points as possible into attributes (effectively creating a skillless system again), and figuring out what your skill check between all the defaults and modifiers happens to be is a pain. It works best if the DM is using alot of fiat and loose interpretation (often specifically recommended in the rules), which works cross purposes to having a highly detailed system in the first place. (Which I why I left GURPS. All the detail didn't end up making my job as a DM easier, and in fact made it much more work.)
I think existing D20, while hardly perfect, does a good job of balancing the concerns. It's got about the right number of skills, IMO, although it doesn't necessarily define those skills as well as possible. I think that if you have 6 attributes, you probably need about 30-36 skills minimum, but probably not more than about 42-48 depending on what you think you can do with a skill (for example d20 skills are for the most part explicitly mundane and let you do mundane things, so it needs fewer skills). Ideally, the skills are split as close to evenly amongst the attributes as reasonable, and each covers a separate non-overlapping space so you can keep synergies, defaults and vagueness about when each particular skill applies to a minimum. Additionally, I think the whole skill system should be space covering so that there isn't a question where some unusual activity falls. For example, navigating a ship or paddling a boat probably comes under the already uber-skill 'Survival' in the current system, but it isn't explicitly so. Likewise, legal knowledge probably falls under 'Culture' and legal skill probably falls under Intimidate or Perform, but I'm guessing.
Notice again the baggage. All desert nomads are great ship pilots. All great ship pilots make great desert nomads. All lawyers are probably great dancers, or whatever.